12-10-2024, 01:02 PM
(12-09-2024, 05:40 PM)klushy225 Wrote: I play exclusively HoS for the most part, and I do agree that security is way too strong most of the time. Does security take no skill to play, though? Absolutely not. Security can be an extremely stressful and at times unrewarding experience, and as good as the stun SMG and shotgun is, you still need to know how to play the game to use them correctly. I am all for the disorient changes, though, and am looking forward to when/if they are tested on a large scale.
This bit might be a bit of a hot take, however. I think either the pinpointers or the clone disks have got to go. Currently, security is nigh immortal with their various nets of safety, the two most important being the pinpointer and clone data disk. A security officer with just a bit of luck and preparation has:
A stuns that can shut down a fight nearly instantly
Body armor that significantly protects the wearer
A clone scan that can be used right after death
a pinpointer to find their lost gear/corpse, assuming it wasn't stolen or destroyed
A clone disk just in case john security forgot his scan or it was somehow wiped from the system
a windshield making mindhacking extremely difficult
and a health implant that tracks the moment they die and their location.
In order to permanently kill a security officer, you have to address most of if not ALL of these points. A traitor in theory could also have all this going for them, however, it would require significant effort as opposed to this being more or less the default state for security.
This is a big thing, yeah. Stun meta is one thing, but I often avoid getting clone scans on full or even half-full sec teams because disks are just too reliable and REALLY feel like overkill when security can also have a clone scan. Perhaps a data disk could be taken as a two point utility credit purchase? You forego any additional tools like a forensic scanner or robust donuts in exchange for a relatively guaranteed comeback. With how strong robust donuts are, I'd wager many would rather opt for their additional options over the disk.
All of this being said, most of the protections we have thus far are reasonable and are implemented thanks to previous balance woes- like how the mind protection was given to security to fix the fact that mindhacking them was objectively the best choice. The pinpointer - I presume - is likely a decent way to give a tradeoff to antagonists gunning for batons and security weaponry. You'll have an extremely powerful tool, but you'll also be constantly giving security your position while it is in your possession. If we tie baton and taser effectiveness to security training, it's not entirely unreasonable to remove pinpointer support as a tradeoff, since antagonists will not be able to harness the full strength of the kit they've stolen.